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in fact, having one or more system with 70 pop and 10k industrie per turn may be a bit overpowered and i'm only 200 turn ahead in the endless gamemode
Cravers will definitely be unhappy and much harder to play...(with the military law nerf) By turn 100 most minor civs are assimilated anyway... Was that really necessary?
Dirty hands act: I haven't been using it much so I'm not sure what 50% weaker will do yet.
Thank you for your continued support and development of this great game.
Vodyani: seems ok, a bit concerned about the impact of the "all must" module nerf (need to test) Meditation module seems a good idea to me (ark cannot be attacked when anchored, mil tech 2) because arks are a lot more vulnerable to ships than planets are to invasions by troops. When you enter the name in the search box it points to unstable isotopes. Research of UI makes meditation modules available in the ark menu. But when you install the MM module in the ark design page arks then become invisible to build in the build queue. If you redesign the ark without a MM, arks reappear in the build menu. This seems like a bug to me and I would welcome a fix that makes the MM available.
The Cravers are a "test tube" soldier created by the Virtual Endless to help carry out their mass genocide. Once finished with, they were abonded on a planted bombed into the stone-age. For me their story requires a mechanic to get past their lack of reproduction (Why would a test tube soldier need to procreate? Why would a hungry being share?). Perhaps this could be worked into the Cravers mechanic so it slows them down without a meaningful slave pop to create a Craver pop. This could also be worked into their Craver specific governement.
They already have a really healthy FIDSI bonus mechanic and their ships are good, so adding their system spamming ability with a lack of meaningful governance (autocracy) and the fact that they strip planets of usefulness to other factions, makes the game pointless unless you play as a Craver.
1 - Are the balances in place for non Supremacy owners? I have the Vaulters, but their will be pleanty of vanilla owners out there too and the blurb doesn't explain if this mod is suitable for all.
2 - As we're at 1.3.12 build now, have any of the mods changes been altered by the latest build?
Last version of the balance mod is up. It should run fine on the last public 1.3.9 build. Full change log on our G2G forums, here:
https://www.games2gether.com/endless-space-2/forums/66-game-design/threads/27427-g2g-balance-mod-feedback?page=28#post-271226
Many thanks to everyone who gave suggestions, and looking forward to hearing your feedback!
This is not a bug, it's the effect of the Ecologist party "super law". It allows you to colonize any telluric planet in the game but you get a % malus to its FIDSI generation if you don't have the requisite tech. Very handy for rapid expansion!
Best,
@Elchardus: it's not currently possible for us to do what you describe using only the mod. The best way to make your request heard is to head over to our forums at https://www.games2gether.com/endless-space-2/forums
@Italy: I'd advise you to not use the mod on the latest update. We'll update you when a new version of the mod is available.
@Insane: like Ridiculi said, allied victory is in the game already :). What gave you trouble?
Just wanted to say it's really weird when you decide to play with the racist Horatio and then get three non-Horatio heroes too pick among in mid game. At least Horatio should be able to convert those heretic heroes to fellow beautiful Horatio, no?
When I refuse to choose, hoping it won't give me any of the three, it just randomly gives me one.
AAAANd from that moment on, I'll get spammed because I refuse to use him and I can't sell that hero.
Could this mod somehow (it might simply be impossible) offer a solution to this issue? :)
(Been a while since I've played, so fully ignore this comment if not anymore up to date)
Thanks for reading.